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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-09-25 8:53

>>252
Technically, its possible with every language. But if you want to use AAA engines, top performance and latest libraries, you'll have to use C++.

C++ has many flaws, but its easily optimized to run on potato integrated graphics/old CPUs.

D can use most of C++ middleware with bindings, a solid option for big projects.(you can turn off GC in critical spots and performance with LDC is decent, on part with C compiler optimizations)

Plain C: if you're not afraid of building your own wheels and familiar with C debugging, its the right option:
tiny binaries, lots of interesting technical aspects you can optimize in lowest-level algorithms.

Rust, also a great choice if you have time to dedicate, much more secure by default.

Ada , solid no-GC language, about as hard as Rust, but less flexible. Some people write rock-solid game servers, its underrated for debugging/maintenance and generally easy to understand(reading Ada is much easier than Rust). Only disadvantage is lack of libraries, you'll have to write bindings on your own.

Lisp/Scheme, if you plan ahead and manually manage your memory is also valid option, prototyping will be much faster with REPL. Performance isn't going to be good, but smaller games will work. Bindings will need to be written to your favorite libraries.

Basic, dedicated basic variants for gamedev are popular choice for newbies. It allows prototyping stuff very fast, especially when the Basic is paired with a decent game engine(e.g. PureBasic). Speed is decent, below C++ though.

Pascal(freePascal), similar to Ada, but much more flexible language. Low memory use and mostly safe, solid code. Lacks recent library bindings. Has great GUI library(Lazarus).

Name: Anonymous 2018-09-26 21:52

>>252
I'm no expert but I'm pretty sure C++ is the only sensible choice.
Apis, Processors, Graphic Cards, Documentation, Tutorials, Libraries, Tooling are made for C++.
At least for Windows,Switch,PS4,XBOX.
I don't know what Apple is doing, something like using Swift with a dialect of C++ for the fast parts?
Maybe someone can explain.

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